For awhile, Doom was perhaps the most realistic FPS kicking around, as laughable as that sounds. It was, though, and it's only natural that authors would try to manipulate the core aspects of Doom's gameplay in order to facilitate an experience even closer to conceptions of what a realistic first person shooter experience would be. Two wild and crazy guys - "Ziggy" and "Sidearm Joe" - made a series of levels called Hostage Rescue that tried to emulate this experience, but their efforts came to a head in 1998 with the release of Twilight Warrior, published as Black Shadow Software with the aid of some other authors, some now quite famous in the Doom community. It's a ten-map episode for Doom II, originally designed to be played in what is now an ancient version of the Legacy engine. Nowadays, any modern port that supports mouselook, jumping and DeHackEd should be able to run it.
Twilight Warrior wants to be realistic. To this end, there are no fantastic opponents in the game, just a bunch of camo-clad firearm-furnished thugs, terrorists, and enemy soldiers. Oh, and there are some dogs, culled from Wolf3D, plus a badass-looking helicopter that's easy to take down. Gameplay is thus heavily weighted toward hitscanner Hell, though really you're rarely exposed to tons of enemies. It's actually got kind of an OG Doom feel as your enemies typically wake up en masse and then fumble around, looking for you, peeking through building windows or over the tops of cubicle walls. Your opponents are engineered to look more clever than you'd think. Thankfully, the dudes fielding rocket launchers aren't as dangerous as they sound.
Your missions can either be easy, if you move carefully and make sure you have adequate cover as you eliminate your opposition, or pretty rough. Nearly everything shoots bullets and is staged in such a way as to punish you for reckless maneuvering, with enemies hidden behind crates or in the shadows or in places you really should mouselook to shoot first. On UV, at least, your margin for error is pretty low as there isn't a lot of health to cover up your mistakes. In the end, if you suck at it, Twilight Warrior may end up feeling more like Dragon's Lair with you memorizing enemy positions between deaths, which is as accurate a depiction of room clearing in real life as you'll get in Doom without coding the bullets to incapacitate you with a single hit. You can afford to move at your leisure, though. There's only one level with a time limit and it isn't so stringent that tactical movement is out of the question.
The levels are all independent. You get a gear loadout complete with armor at the map start and there are rarely if ever any appreciable secrets, the main exception being Joe Zona's "Golden Triangle". The gear works ridiculously well for experienced Doom players. The OICW (shotgun replacement) and H&K MP5 (chaingun replacement) will serve as your bread and butter in any mission you get them in and as they both use bullets you'll never be short for ammo. I rarely ever used the others, which include grenades, a flame thrower, and a sniper rifle. The DeHackEd in the sniper rifle may have worked when it was originally released in Legacy but it apparently only works in Eternity at the moment. I have pretty much no knowledge in source port wizardry so can't tell you why but it appears to be the fault of the DeHackEd code. You won't really need the sniper rifle, though. Mouselook and chaingun tapping are more than enough.
Pretty much all the levels have mission objectives, looking at the briefing .TXT that comes in the .ZIP, but due to the limitations of Doom they're basically exit switch levels, just arranged in such a manner that with a bit of imagination you can be engaged. Certain areas won't open up until you've explored sections of the level, with the walkover triggers feeling arcane in levels like "Embassy". There are also hostages and assassination targets. Killing either will end the level and move you on to the next mission, so completing hostage levels the intended way is the domain of the true Twilight Warrior. I believe Covert Ops - Twilight Warrior's Edge-based sequel / port - fixes this issue.
Actual mission variety is pretty cool. There are a few jungle-based levels where you fight your way to enemy compounds, a couple maps taking place on the interiors and exteriors of water-locked combat zones (a cargo ship and an oil rig), urban / mansion levels where you creep through city streets and buildings with open office-like arrangements, and some oddballs, like the plane-bound "Counter-Hijack" and the opening training level. The use of what are mostly stock Doom II textures throws the faux-reality off a tad but the authors have done an admirable job creating an evocative playground. I like the custom resources for the jungles, imported from Joe Zona's Real episode for Doom II.
For what it is, I think Twilight Warrior does a great job of bringing some semblance of realistic fighting to the Doom engine. It's not something I would play religiously but as a diversion it has enough hooks to keep the experience going. I hear that it's much more enjoyable in coop, a comment I readily believe as it should mitigate the biggest limiting factors; the lack of health isn't as important when you have two (or more) bodies running around and when tackling an objective together you can watch each others' backs, emphasizing the importance of tactical movement and engagement. It's not the prettiest or largest of level sets, but for those looking for a decidedly different Doom experience leaning toward the real, Twilight Warrior should suffice. I would say that it's definitely worth trying.
TWILIGHT WARRIOR
SPECIAL FORCES
by Black Shadow Software
SPECIAL FORCES
by Black Shadow Software
NEW DOOM
This post is part of a series on
Doomworld's Top 10 WADs of 1999
Doomworld's Top 10 WADs of 1999
Batman Doom | The Darkening |
KZDoom1 | Crusades |
Chord G | Jägermörder |
Twilight Warrior | Demonfear |
Tei Tenga | Herian 2 |
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